Mordhau
 Longboard Guedes
  • Likes received 97
  • Date joined 4 Aug '18
  • Last seen 20 Apr

Private Message

2021 2108
  • 19 Jul '19
 SWSeriousMike

Sounds pretty good to me, but you haven't mentioned hiring. IMHO you really should consider expanding your team.

Knight 160 340
  • 3 Jul '19
 Sir Boring

My employers always told me not to speak to journalists, as those guys will always do something to spark drama. Truly annoying.

I definitely get the stand point of wanting a toggle and the stand point of wanting a filter. You can't appeal to everyone and there will always be people complaining, but at the end of the day, if they don't have something better to play, they'll get used to any changes you make and will continue to play the game.

Slurs and vulgar behavior are just bad form, I think. I wouldn't say they're actually racist or sexist, just a weirdo looking to annoy people, in which case they have a dozen other ways they can do that. I certainly wouldn't be opposed to removing one of those ways by adding a filter. There's nothing to be gained by talking in such a foul manner.

Toggle for gender and race? Honestly sounds pretty silly at initial thought, but I get the reasoning. I'm not for that though. It's annoying to spend tons of time and effort customizing only to have it tossed aside. Maybe some people will find the voice commands annoying, but I'm pretty sure I'm the most frequent voice command spammer on the West Coast, so I get a lot of complaints just using what we have now. I'm pretty sure you guys added the K to mute during Alpha just for me. That's pretty hilarious.

I figured your team of 11 would have expanded by now. Have you not hired any more content creators yet? Having a group focused on new maps or just mod support would be great. Surely you guys have the money to hire some people now.

988 6974
  • 1
  • 18 Apr '19
 marox — Project Lead

Mordhau is coming to Steam on April 29th 2019. Wishlist it now
Enjoy the trailer!

Mercenary 179 614
17 49
  • 4
  • 16 Mar '19
 Rhike

Let's open this can of worms.

Let me give you some facts as a food for thought first, to start discussion.

  1. There is only one chest type and the loot doesn't seem to be expertly distributed.

  2. Most people are using melee weapons - tactical positioning is not required, even ground is preferable to anything else. Use a shield against archer to move up to him, etc.

  3. You get top tier weapons very often from the very first chests - I've seen a zwei being dropped from the FIRST chest near spawn on stream.

  4. (1+2) The map does not incentivise you to go anywhere, apart from hunting people down - loot is easy to get and I've seen at least six 333 halberds at the end of the game.

  5. There are no selectable spawn areas. Note that the areas could be big. Those allow for hotspots for high tier loot / high density chests, or quiet spots. These distinctions are extremely vital for a BR game because it gives a sense of freedom and you get less RNG results that way.

  6. (1+2+4) If you remove a possible thrill of the hunt and seeking out lone vulnerable players alike, BR looks like a simple FFA on a large map - which becomes a duelyard with no rules attached.

  7. Having a low amount of ranged weapons is refreshing, since now you can cross open spaces and generally feel safer. However, this also means that you may often see enemies and feel incapable of doing anything to them.

  8. (6+7) Since a LOT of people die in the first minute or so etc, the map somewhat becomes a ghost town, so people walk around trying to find a duel opponent most of the time.

Summary of all points above: The gamemode becomes a duelyard without rules on a huge map with loot and a tint of ranged combat. You really are better off going on a Duelyard server and getting first place THERE.

(the positive points were intentionally ignored here. there are only a few though)

Suggestions:

Add areas filtered as high tier gear (top of the castle for example) and low tier gear (the church for example). Add a lot more peasant weapons, so that seeing a proper weapon is a rare commodity (this one is subjective though). Add area spawns. Add a map popup. Add more incentive to play the gamemode. Perhaps lock out all the 9+ cost weapons into high tier areas? Or add an "airdrop" - a chest that shines a magical beacon into the sky.

The gamemode is not ready for release, unless you bank on new players getting excited to try all the weapons out. I understand we are SOMEWHAT burnt out and have tried all the weapons, so chest drops ultimately become meaningless. After a few matches, everything becomes dull and everything becomes a deja vu - unless a newbie somehow manages to beat a comp guy.

In my opinion, the devs made the mistake of assuming BR is good because they played it together in a VC (most likely). Friends make everything better - it is a known concept, many a man play crap old games and enjoy them... with company. (yes, squads is a legitimate fix as well)

988 6974
  • 30 Jan '19
 marox — Project Lead

Mordhau's store page is now listed on Steam!
We've been hard at work wrapping things up for release the past several months, fixing any outstanding bugs and adding the necessary polish and content where needed. This work will continue leading up to release in Q2 2019, which we estimate we will hit somewhere in April (early if all goes to plan). A glance over the Steam page should give you a hint of what to expect on release, but I will elaborate a little more here. We'll be releasing with 3 new modes that we expect to be the main attraction.

Frontline: a flag-capturing conquest-like mode played on large maps with horses, siege engines and chaos all-around. Goal is to capture the enemy's flags in linear order while defending your own, and culminates with an objective to complete in the enemy's base.

Battle Royale: start out with fists on one of our maps, haunted by a circle constantly creeping ever closer. Find loot & armor in chests (or on other players) to deck yourself out and manage your health with scavenged bandages instead of regeneration.

Horde: coop mode to play with friends against waves of AI, where you can purchase equipment & armor in your base obtained from clearing out the more and more difficult waves.

And of course, all the modes we have so far: Deathmatch, Team Deathmatch & the round-based single-life Skirmish mode. We've been working on polishing plenty of stuff such as the AI, the UI, adding unlocks and achievements, tracking skill based on kills/deaths to be able to put players into appropriate servers, improving performance, etc. We also now have a fun tutorial for new players that they can play through to familiarize themselves with the game. Throughout all this time work continued on map work, which led to various reworks and expansions of current maps like Grad and Camp and the introduction of Taiga. We have some maps still in the pipeline and close to completion, but we won't hold the release back if those are not finished, meaning they might come shortly after release.

Finally, there's some things that didn't make it for various reasons and we decided are not worth holding back a release for. Among the Kickstarter stretch goals that won't make it on release are ranked competitive 1v1 matchmaking and the SDK. We will focus on these post-launch. Another feature that won't be there are female characters, as we simply didn't have time to do these justice, so we will be looking at the introduction of the gender option after release.

There's also some Kickstarter rewards we need to wrap up, and we will be sorting these out before release as we go.

We'll be keeping in touch!

Knight 253 546
  • 16 Dec '18
 Gauntlet

Patch 19 & 20 (aka "Fortknight" patch)

Synopsis

Overall patch 19 & 20 have easily been the best patches this game has had. There is a lot of amazing additions to the game which will provide opportunities for individual expression in both combat and when approaching fights. Being able to set up spike traps, blockades, and play as support roles such as medic / builder is great for those who may not want to engage with the combat directly. At this point I'm dying to see how a full 64p frontline match plays out, with all the chaos of the battlefield. Much of the feedback below focuses on what I think should be changed or improved, however I would like to point out that most of the core of the game is more polished than many games that exist in my steam library.

I want to specifically point out changes from the changelog that I loved this last patch -

  • Increased kick's cosmetic tracer range (used for kicking ragdolls) so it can kick stuff on the ground easier (like dismembered heads)

I missed being able to kick heads off of player corpses! Fuck yeah!

  • Added blunt gore - bone breaks and head explosions
  • Improved gore mesh placement into limb sockets
  • Partial dismemberment prevents sticking the limbs into the ground now

This is the good shit right here. The bone breaks are super satisfying and sound brutal. Bones sticking out add a whole new dimension to the gore. Well done.

  • Added “Killed by” panel which provides information about your opponent’s health and stamina, as well as their equipment and perks at the time of death

While it is currently a bit buggy (stamina and hp values are swapped, and the profile icon is the last person who killed you and not the current), this added a lot to the death screen. I like being able to see whose killing me a lot and why. Looks professional as well.

Below is a long read of feedback I started compiling since patch 19.

General

  • Score - Suicide results in a reduction of 100 from score, 1 kill retracted from overall score, and a death added. This seems excessive for suicide. For a teamkill subtracting 1 kill from player score makes sense, but for suicide the death should be enough.

  • Gravity - Gravity still feels weak, as ragdolls falling visually appear to have a constant fall speed that doesn't accelerate quickly enough. I am sure there is some acceleration but I think the amount is not quite sufficient yet. This could just be a matter of perception as I have no actual insight to what parameters are set within the game physics. I also think the ragdoll bodies bounce too high from some falls. For references on good falling physics I would look to games like Steep and Overgrowth, both have fairly good fall/impact feedback on ragdoll physics.

  • Building - Self constructing buildings hurts immersion and causes direct impacts on melee combat. In a melee fight you can swap to a toolbox and construct barriers instantly, blocking players movement.
    Suggestion - Scrap the self building objects. When constructing something from the toolbox, the first stage is a few small poles sticking out of the ground. These can be walked through and have no collision. Striking the poles with a blacksmith hammer or wooden mallet builds the structure from this rudimentary scaffolding.
    scaffolding.jpg
    I feel this is necessary to be unintrusive towards the melee gameplay and for immersion reasons. Slowing the rate of construction will also help reduce build spam.
    Note - buildings in spawn should be disabled. If the changes for building are implemented the mallet / blacksmith hammer will have to be bundled with the toolbox otherwise new players will spawn with only the toolbox and not be able to interact meaningfully with the construction scaffolds.

  • Horses - An armored horse provides hit stop when striking the horse. However the other two unarmored horses do not. I think striking any of the horses should result in hit stop, otherwise the rider can be hit by unblockable attacks from below as they will come from underneath the horse / parry volume.

  • Medic - As a support role the medic bags aren't very functional. They need some form of floating UI icon so they're more visible, and I think having to look at the bag and press & hold F makes you too vulnerable for it to be worthwhile a lot of the time. Potentially the medic bag could be an aoe effect that provides the tenacious (50% faster hp regen) perk while in its radius and while out of combat?

Combat

  • Ragdolls - Hitboxes need to properly match the player model while in this state. I created a build that uses bear trap and crossbow, and I have shot through so many player models on the ground with no hit registration.

  • Flesh wound - The hit that triggers flesh wound should always credit that player with the kill. That is essentially the 'killing blow', all hits after triggering flesh wound should only add to assist points for the kill.

  • Spike traps should give the owner of the trap assist points for player/horse kills

  • Ladder combat - While in windup/release/(feint/parry/swing)recovery state on a ladder, I think fully climbing up should be disabled. Combat gets awkward towards the top of a ladder because if you climb up to get into striking range you might accidentally interrupt your own attack by dismounting the ladder at the top.

  • Shields - Defending against projectiles with a shield is almost harder than just parrying. The tight hit box means you can rather easily hit a headshot over the shield with throwables / arrows.
    In terms of shield balance I'm not sure much good will come of playing with the block volume any more, you can occasionally hit around a shield but it's not super reliable as a counter. Making the block volume too small nullifies the purpose of the shield (cost spent into buffing defense). I think a counter needs to exist in the form of a mechanic. I know shield health has been discussed before but I'd like to expound on this idea further. I think it'd be a good idea to have shields have a health bar that shares the damage modeling of weapons vs buildings. This way a counter to shields will exist in the form of a battle axe/maul/evening star + wrecker perk loadout. For shield players who don't want to be without their shield, resupply boxes could provide new shields when the original breaks. Shield health could even be made visible through damage modeling similar to buildings. With these changes you could also increase the lockout after being blocked to normal parry values, removing an inconsistent band-aid mechanic.

    • Pros: Addition of soft-counter to shields, and providing a way to quickly remove the shield from combat while not nerfing the overall strength of a shield through changes to the block volume or stamina management.
    • Cons: Analogous to stamina combat with shields but instead of stamina it's shield hp. Requires the shield user to pay attention to another hp bar independent of their stamina.
  • Elevation - On ramps and stairs combat gets weird with how quickly players can dart around an x, y, and z axis. When on flat ground you are only concerned about x and y, but with the addition of height one can force all but the longest weapons to miss consistently through descending or ascending diagonal movement away from their opponent.
    To resolve this issue, I think it would be preferable to have a negative speed modifier when ascending / descending stairs, ramps, or other natural hills.

  • Couched state - Couched weapons on horseback are far too powerful. These are one hit ko, unblockable, and have extreme reach. Here are a few suggested changes to this to make it more skill based to achieve this amount of power.
    A couched lance should have time restrictions. It looks silly to indefinitely hold your lance at a non-resting forward position. This would be exhausting to do. Currently there's incentive in Mordhau to simply keep your couched position up since there is no downside. I'd like to see couching deplete stamina quickly so a horse rider needs to be conscious of when they initiate the couched position. At 0 stamina the couched weapon will rise to a resting position.
    Secondly I'd like for the aim requirements to be tightened. Currently you can be mid turn with your horse while aiming wide to the side to catch players. This looks incredibly silly, like you're hitting them with the side of the weapon and not the tip to kill. A successful couched strike should not allow for such wide hits. Put your arm in a couched position and turn it out to the side and imagine hitting someone on horseback like this. You'd likely drop your lance or break your arm.
    To add some skill requirements to couching the reticle could have bounce instead of being perfectly still. The player would have to account for the reticle bouncing to the horses movement and add another layer to performing a proper couched strike.
    This might seem like a lot of nerfing to couched attacks on horseback, but I think there needs to be a skill requirement to an unblockable one hit kill attack. Contrast this to using the normal strike from horseback which is blockable, does not provide a 1 hit KO, and does not have the reach that couched strikes do.

  • Unarmed combat - Fists need either time based parries like the rest of the game or a small block volume that allows for left/ right and high / low mixups. Stam out with fist results in a stun that doesn't last long enough to score a hit - requires a longer stun or maybe partial damage for blocking on 'stam out'.

  • Kicks - Kick clash to kick is sometimes faster than kick clash to attack, making kick clash into kick a cheap way to lock a player against a wall. Would suggest slowing kick follow up on kick clash so that it's more ideal to kick clash into attack.

    • Door kick ragdoll is a bad mechanic. Creates awkward situations of players baiting with closing doors and kick spam. Would suggest swapping from a ragdoll to a strong knockback with flinch instead.
  • On disarm timings - Maul disarm combo can be interrupted by fists / kicks easily. If the strike that initiates the disarm is accelerated just kick / punch to interrupt the follow up.

Weapons

  • Billhook could use a damage buff to 33 damage on t3 torso stabs. It doesn't make sense that an arming sword is a more effective anti-armor tool than the billhook while costing two points less.

  • Halberd and sword weapons could use a tighter turncap to prevent odd looking adjustments to swing arcs mid-release. In particular, being able to pull against the arc of the swing so effectively makes reading accels / delays on these weapons especially difficult and results in some pretty visually jarring animations. In general turn caps should depend on where you're turning, not just a blanket cap on all direction. Ex: Turning against the arc of your swing should result in tighter restrictions than moving with the arc. This was primarily an issue with 550ms release weapons which I know are being adjusted, however should the adjustments prove to not do enough maybe this avenue could be explored further?

  • Rusty shovel can decapitate players. Doesn't seem correct considering it's a blunt weapon and should have blunt gore.

  • Ballista - At the moment you have unlimited ballista shots. I'd like to see some form of replenishable ammo crate near the ballista that you have to refill your ballista with in order to use. This would reduce ballista spam and encourage players to take accurate shots on higher priority targets. It will also create some downtime between volleys as players resupply ballista ammo. Good for immersion, not necessarily needed.

Audio

  • Footsteps - Generally these are far too quiet. I rarely hear someone approaching me from behind. Footstep audio needs to be much louder, especially when rat perk exists to turn already quiet footfalls into silent ones.

  • Voices - My opinion of the voices is the voice acting itself is really good, the voices are hysterical and the quality is superb. However they are very loud and could use a slight reduction of volume, and the voice spam is far too great. There needs to be a slight lockout for those who are just spamming the V key constantly.
    I'm not sure how much can be changed here as I'm sure recordings are completed. However I believe the current voices are lacking in response / command voice chat. There's no "Do the obj", "I've got your back", "Kill the archers", "Go left/right", "Behind us", or even "You're welcome". These are extremely important voice commands with a function. I would recommend combining insult and intimidate as they largely overlap.

  • Lute - Unfortunately the audio quality for the lute is rather poor. I know this is just a placeholder and is not a priority, but an update to these sounds to improve their quality would be greatly appreciated. The sound also doesn't travel as far as shouting does, or at least I hear shouts farther away than the lute. I know this is a bit of a pipe dream but getting it to sound more like this and less like this

Suggestions

  • Traps - It would be great to be able to build a vertical spike trap, so that if placed from a location where a player might jump / fall from they will become impaled.